
teknoman2
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Everything posted by teknoman2
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"relatively" can mean a lot of things. it could range from a regeneration of 1 point per second to 1 point per minute to instant full recovery at the end of the battle but no regeneration in the combat and so on. also there will probably be painkiller potions in the game and every class will have at least 1 skill that restores some stamina. the barbarian for example can go berserk and stop losing stamina for a bit.
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Thats debateable. Maybe someone LIKES to play a character that does not go the diplomatic route - should he be constantly punished? I mean it also depends on how you define punishment. If you only mean he spends more time in combat than anyone else, therefore "losing" playtime, that would be somewhat ok. On the other hand, I get where the people are coming from that direction, that combat will become a waste of time. If you are constantly jumped by random encounters, or random wild beasts combat can get tedious. But having a small reward (i.e. EXP) offsets this tedious task a little. I guarantee that the combat in the IE games would be less enjoyable if you did not get any XP for it. if you like to play a character that speaks with his sword, you have to accept that you are going to have to fight every single enemy in the game. and if that is the way you want to play, it means you dont find the battles boring and need an incentive to fight. if you need an extra reward for fighting when there are other options, and not do it because thats the way you enjoy playing, then you are not looking for an rpg.
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Which in real life would GET WORSE not better in a matter of minutes. are you trying to troll? they already said that stamina is restored through magic and skills or items. it doesnt auto regenerate during combat. a barbarian can go into rage mode and forget his pain. a fighter can drink a drug that numbs his pain. a priest can use a spell to help with the pain and so on. all that is represented in the game by losing or gaining stamina. and since it is a game and not a medieval combat simulator, after the fight you get back your stamina. however i would like to see stamina or other stats being affected by the missing hp
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my idea, that i posted in another topic about a month ago, is that companions should automaticaly give advice to the player during important conversations if they have any insight on the situation just like some did in BG. also you can have the option to ask their opinion at any time during a conversation or if you think one of them knows better the subject of the conversation you will have the option to pass it to him and he proceeds to talk for the group without you choosing his answers, just like at the start of arcanum, you could let Virgil talk to that hooded guy,
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health and stamina loss are indipendent of one another. however you always lose more stamina than health when you are hit. to make an example: if in real life you get shot at a non vital spot, you will not die imediatelly (in game terms you will lose 40-50% of your hp) but you will lose most of your strength due to the pain and the shock of the impact and will fall to the ground semi conscious (you will lose 90% or more of your stamina), unless you have a high pain tolerance, exelent physical conditioning and an iron will (or are on drugs), in which case you will be able to keep focus and control of your body (meaning you will have 30-40% stamina left)
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its more or less what soranor said in a fight, you take a blow from a mace to the forearm. the actual damage that hit causes are some minor bruises and scratches on the arm (4hp lost), but the force of the impact made the bone reach its breaking point without snapping however, which was extremelly painful (12sp lost) the enemy priest uses a sling and throws a metal bullet that hits your helmet with great force. you take no actual damage from the hit (no hp lost), but you get disoriented and dizzy and your head hurts (7sp lost) the enemy archer makes a shot that pierces your armor, skin and muscles and stops as it comes in contact with a bone. considering also the loss of blood you lose 8hp and the pain is unbearable making you scream. you lose 15sp
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Apart from the "hardcore players" (I put it in quotation marks, because even if I am an old school gamer (playing games since 1988), I find extreme amount of conservatism very annoying) think, I really like the different HP regeneration styles of current MMORPGs. What I mean is: - No regeneration during combat. -This will make heal spells and regeneration rings still useful. - Little regeneration other times. -You are fully healed during resting, why shouldn't you during normal times also? Out of combat regeneration seems a fun and still challenging system. However if you use memory slot system for magic and not MP system, it could be unfair for spellcasters. you cant heal while not resting for the same reason you are forced to stay in bed while in a hospital. moving around does not allow your wounds to close properly if at all
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Sorry this greatly breaks any kind of immersion and is just plain silly. Stamina lost during dodging the blow? So to dodge a blow from Hill Giant I spend 50 Stamina, and to dodge of of 5persecond attacks by mega-super-duelist (but he wields only rapier) I use 15 Stamina? Gods, let this never never never happen in this game. Please send a direct message to Obsidian's heads to not use this kind of system. its better to think stamina as the pain threshold of the character. hits taken will cause damage and pain. you cant repair the damage but with aspirins and magic you can increase your pain tolerance so you wont pass out
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now that i read a comment from Tim i get the idea that we approach this from the wrong angle. according to his comment, there will be NO automatic regeneration of stamina, except out of combat and then slowly. however there will be items and skills-spells that will restore stamina fairly quickly, allowing the character to stand his ground if he has enough hp
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Except that ME3/DA2/SKYRIM/PE have CONTINEOUS IN COMBAT Stamina Regen. Secondly, I have tried to make this point several times. Just because a game was old does not make its mechanics great. Darklands did not necessarily have great combat implementation but what was good about it was its low magic setting and the skills. Compare its good parts with PE and that would be a fair comparison. The aim of PE is create IE clones; not darklands clones. Otherwise in the same vein one would say that PE is not like darklands because.... *1000 irrelevant points* . they never said IE clones. they said they want to bring the feeling of the IE games back not copy them. that means bigger parties, isometric graphics, more than 3 classes, complex combat and role play mechanics, etc. not the DnD gameplay that IE games had
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So basically you prevent people being munchkins. Getting double XP, extra loot, using bugs and glitches to win combat - it's all part of the fun for these people. you can still exploit glitches, you get all the loot you can carry but you dont get extra xp. besides if you wanna be a munchkin you dont play an old school rpg... there are many modern rpg that cater to your needs Actually as much as I hate to say it Old School RPG's are actually what created the "munchkin" ideal in the first place. So no, you should definitely go to Old School RPG's to get your munchkin on. That out of the way, this is a game design decision. Many posters here don't seem to .... get it. If your game is "objective" based EXP rewards then odds are... there are no mobs to grind. A well made game (particularly an "old school" RPG) should only have enough exp available in it to prepare you for what you are going to face in the next encounter and or maybe make you a little stronger than you "need" to be to win. In other words if you wander through a forest and find 10 bandits OOOOHHH, they are there for a reason. If you kill them and come back those 10 bandits are gone, done, finito. There may be a random encounter here and there, maybe, but for the most part their rewards should be minimal. The real challenge of an objective based exp system has little or nothing to with actual exp. Experienced dudes like Obsidian should be more than capable of making that work. The issue is how you handle things like say loot. It is simple fact but the guy who kills every enemy he meets, for the most part, is likely going to get more loot. Loot can have just as much to do with your parties power as level does, sometimes it is even more important. as you said, proper design is the key. the guy who can do things without killing and looting, should be able to get all the way to the end of the game that way, so he wont need more than some basic buyable stuff to get past the parts were you cant talk your way out (like encounters with wild animals). the looter gets better gear cause when the time for important meetings come, his play style will allow him only the solution of fighting his way through boos like enemies
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So basically you prevent people being munchkins. Getting double XP, extra loot, using bugs and glitches to win combat - it's all part of the fun for these people. you can still exploit glitches, you get all the loot you can carry but you dont get extra xp. besides if you wanna be a munchkin you dont play an old school rpg... there are many modern rpg that cater to your needs
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the point is that no system is better than the other if seen in perspective. its how you implement the system that defines if you did a good job of masking the negative aspects of it 1 you can kill the dragon and get 50k xp for the kill, 2 you can convince the dragon to let you pass and get 50k xp for it, 3 you can sneak past the dragon and get 50k xp for getting through unharmed the diference in "combat xp on" system, is that unless in options 2 and 3 they make the dragon's room inaccessible when you get through the exit or remove the dragon the moment you get the xp reward, you will simply choose one of the 2 and after you get the 50k for passing without a fight, you will also kill the dragon for another 50k... who can resit the call of xp after all. so, since you get 50k xp anyway, why make it specifically combat xp for killing the dragon and not make it objective xp for passing through the door the dragon guards? obviously you cant just make a run for the door since it's locked. you have to kill the dragon to get the key, make him open it for you or steal the key unnoticed. and if you choose options 2 or 3 and come back to kill the dragon anyway, you get no xp for the kill, or just as you said before if( completedGuardQuest && guard.isKilled ) dragon.xp = 0; and just as oerwinde said, objective is not a quest or steam achievement or anything like that. you travel from town a to town b and meet 10 bandits on the way. objective: survive the encounter! reward 1000xp you can kill the bandits, pay them or just run for it. the moment you leave the area alive you get 1000xp that's what objective xp is about. instead of giving you 100xp for each bandit you kill, you get 1000xp when they are all dead. and if you choose not to fight you still get 1000xp.
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i have an idea that will satisfy everyone... you get no xp for anything you do. you get 1xp for every second you play regardless of what you do. so you can just let your character sitting on a bench for a whole day (real time) and he gets 86400xp. then, when you are lv10 after 3 or 4 days, you can start playing the game
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Thoughts about the Endless Paths
teknoman2 replied to Talwyn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
diablo had 16 levels... so its almost like we have a game within a game -
where did they say that it didnt? i make the logical assumption based on what i read so far but even if your sp is not limited by the loss of hp, still you DON'T get back the lost hp in any way other than resting, and since you lose hp every time you get hit, even if you have endless sp in the end your character will die. more sp and its regeneration could allow you to keep fighting until your last hp without getting knocked out but it wont prevent your death much like the armor in counter strike. it absorbs a part of the damage, but not all of it. you can have 80 armor left and be at 1hp
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you guys dont get it or you pretend not to? lets make it a bit more clear you have 100 hp and 100sp geting hit by a sword takes away 10sp and 5hp, unless you have some gear magic etc that divert the hp damage to sp using your power attack skill takes away 5sp the enemy dies and you are with 95hp and 85sp in the 3 seconds between killing that enemy and engaging the next you regenerate 3 sp you get 3 hits from the next and use power attack once you now have 80hp and 53sp and the battle is over. now you are left with 85hp, and that means you max sp is 85 in the next battle you drop to -4sp and fall unconscious for 5 seconds until you are back to +1sp (if the enemy does not keep hitting you or finishes you off while you are down) and your hp drops to 40 by the end of it. that means that the next time you fight, your max sp will be 40. and since there are no potions or magics that fix hp, but only red bull with aspirin to help with the pain and fatigue of lost sp, if you drink a postion that restores 20sp when your sp is 30 and your hp 40, you only get 10sp. to heal hp you will have to rest, and even then the amount you get back is small just as it was in IE games... something like 8hp for 8 hours of sleep
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Killing all NPCs
teknoman2 replied to jivex5k's topic in Pillars of Eternity: Stories (Spoiler Warning!)
if your goal is to kill everything that moves and can't climb a tree, they could add the genocide goal, given to you if you clear the entire population of a town, and equal to the xp of the quests in the town. however you only get it after you killed all guards, civilians, animals, and reinforcements sent to the town and only if you have not done any quest in the town. obviously, since you take the xp at the end of it all, if you start the fight at lv1, you will have to finish it at lv1... no level increases during the process to make it easier. -
icewind dale 1 and 2 were 100% dungeon crawlers with the bare minimum of role play and npc interaction outside of combat. you didn't get to choose who or what you wanted to be, you were an adventurer in shearch for monsters and loot baldur's gate 1 and 2 were more than just combat, had a fair (but limited) amount of role play but were still more combat oriented than not. you could choose to be a hero or a vilain but it was all fairly black and white and 90% of the time there was no option to avoid combat planescape torment was more rpg than the rest, because it was more about the characters and the the role you chose for them, than the body count. you could be the "hulk smash" warrior or the politician who could walk away from anything with just words, and you could stick to your choice of play style for the whole game without getting penalized. the point of PE is to be an RPG, so role play is the first thing to consider. and if to keep role play from being abused they have to remove parts that may bring meta gaming into the equation so be it. and combat xp is one of these things
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Indeed. Will this be a sneaking/diplomacy simulator or a game that's advertised to have tactical combat as one of its main strengths? why no xp for killing has to mean no reward for combat? if you kill Drizzt in BG and get his super gear but no xp, will you feel like you gained nothing out of it, even if you have taken items that are as rare as they can be? the same goes for PE. you may not get xp, but you get loot for combat. and loot means items you may not be able to get in any other way or extra money to buy that nice armor that the pacifist cant afford